Mystery

This article is considered accurate for the current version (“Gagarin”) of the game.

Metatron Monolith

Mysteries are in-game quests that usually contain a potentially harmful or alien element. Mysteries start after the colony reaches a certain size. Some Mysteries last 100 Sols and will end with a negative outcome if they aren't resolved by that point, while others will continue until resolved. Every Mystery will grant a random Wonder or Breakthrough technology if successfully completed, along with some other rewards specific to each Mystery.

The Last War Mystery features a mechanic called War Tension which measures how close the war on Earth is from becoming a nuclear war. It increases at a rate of 1% per Sol and can be increased or lowered by Mystery choices. There are three possible outcomes of the Mystery depending on War Tension:

If War Tension is reduced to 0% the war ends and you will get the Mystery rewards.

If War Tension doesn't reach 0% or 100% in 100 Sols the war will end with the Second Cold War. Resupply becomes available but costs are increased by 50% for 50 Sols.

If War Tension reaches 100% a nuclear war will start. Export, Research Outsourcing and Resupply will become unavailable. 50 Sols later contact with the remaining humans is reestablished. Passenger Rockets become available again but nothing else and all applicants will have the Refugee quirk.

Wildfire features a mechanic called Infection Level which measures how close the infection on Earth is from eradicating all humans. It increases every time an Earthsick Infected colonist leaves Mars and is reduced once a number of Rockets loaded with the Wildfire Cure are send to Earth. It goes through 5 levels, with the following effects:

Contained - initial stage

Endemic - export prices increase

Epidemic - applicant pool depleted

Pandemic - resupply costs increase

Extinction - most of Earth's population is dead and Export, Research Outsourcing and Resupply will become unavailable. 50 Sols later contact with the surviving humans is reestablished and Export, Research Outsourcing and Resupply become available again.

Around 15 Sols after the Marsgate trial if you exposed EsoCorp you will be notified that EsoCorp rovers are approaching Mars and gain access to the inexpensive Defense Turret Breakthrough. A few days later the first wave will arrive and EsoCorp rovers will descend all over the map. They will advance towards the colony and bombard anything within range with missiles, while Defense Turrets will counter them. It should be noted that Defense Turrets have greater range than EsoCorp rovers. The maintenance bar will act as a health bar. Once the first wave will be destroyed the second wave will approach but you will be notified that destroyed EsoCorp rovers can be repaired and used or salvaged for resources.

Once the second wave is destroyed the Mystery ends and you will gain the random Wonder or Breakthrough technology.